Today, just like before, I'll be answering questions from our Discord community, specifically focusing on customization. As always, please remember everything you see is a work in progress!
If you want to watch this development log, you can do so here: Youtube Link
Building and Customizing Your Army
In previous dev logs, we covered the campaign and combat systems, but today I want to dive into something that makes Master of Command stand out: customizing and building your own army. From the flags your regiments fly to the colors and facings of your units, you have complete control over your force.
Customizing Your Division Leader
In the spirit of customization, you can also change your division leader in just a few clicks. Want to add a bit of flair? Customize their look to match your army's theme: give your leader a green jacket for a light division or a cuirass breastplate for a cavalry division.
You can even rename divisions! If you're modeling your army on a specific scale, you can name your division a brigade, and its units, battalions. It’s entirely up to you.
Manpower & Ammunition Sliders
We’ve introduced a new feature with easy-to-use sliders for manpower and ammunition. Just click and drag a unit’s HP or ammo bar to redistribute resources. This eliminates the need for extra pop-up menus and lets you quickly manage your army after battle. Players also have the option to auto-refill both if they have a surplus.
Designing Your Regiment
Now let’s look at unit customization. Opening the Regimental Color Designer, you can choose an emblem for your regiment. Each nation has historical options and generic ones to choose from.
For example, I could set a Hungarian emblem, select one of Austria’s historical patterns, and use Hungary’s national colors. Or, if I’m feeling creative, I might choose a Papal emblem, set a bicolor pattern, and make the colors gold and white. You can also modify the facing colors to further personalize the unit.
Unit Inventory & Items
Customization extends to the unit’s inventory slots, where you can assign items won in battle or acquired from shops and encounters. Items range from horses and canteens to specialized ammunition like quartered musket balls, or even unique weapons like glass grenades or jaeger rifles. You can even give your regiment an animal mascot or a beer ration!
Historical Accuracy & Recreating Battles
For those who prefer historical accuracy, our Regimental Editor lets you recreate historical orders of battle. Using references like Kronoskaf, you can easily replicate famous regiments like Prinz von Preußen. Select the correct patterns, emblems, and facings, and bring your historically accurate regiment to life on the battlefield. The customization extends even further—whatever you design shows up in the game, from the uniforms to the flags on the field.
Camp Evolution & Customization
Whether you’re recreating history or building a custom army, our camp screen grows as your army does. Each time you purchase a new division, the camp evolves. You’ll notice new tents, barrels, and paths being added. In the final version of the game, you’ll even see animations like trees falling and tents being erected as you expand your forces.
Dynamic Music System
Before we wrap up, I want to quickly preview our dynamic music system. We’ve worked with Jacob to create a soundtrack that changes based on what’s happening in the game:
At camp, you'll hear a single, calm instrument.
On the march, a violin joins in to make the music fuller, reflecting the journey ahead.
When danger is near, war drums weave into the track, adding urgency in real time.
Officer Abilities
To address a question from "Dino Inc" on our Discord, officers will gain experience from combat and earn skills. Some are passive (automatic) while others are active, requiring you to click to use them. For players who like micromanaging, active abilities offer more control, while passive abilities free you up to focus on more strategic elements.
That’s everything for today! Let us know what you think about the customization system in Master of Command. Don’t forget to wishlist and join the Discord if you liked what you saw. Let us know in the comments what part of the game you’d like to see next. Thanks for watching!
Hey! 😎 Spooktober is upon us and I will be streaming Zero Below The Sun at every opportunity I can, starting Friday 11 Oct, 8 PM CEST. That means playing the game all the way through - from the title screen to end credits - in one go. I will start with the Normal difficulty and hopefully get in a playthrough on Hard as well.
I'm aiming for streaming time on Fridays, Saturdays, Sundays and Mondays @ 8 PM CEST.
Obviously there will be spoilers as I will be covering the entire game in one go. If you're struggling to complete the game or just want to watch a no-frills stream without commentary or reactions, be sure to tune in.
I’m excited to bring you a small but important update for the demo version of Y2K Directive.
First off, the game now includes a tutorial system! You can activate it when starting a new game, and it should help explain some of the core features.
I’ve also improved the new game setup with predefined map sizes, so you no longer have to guess which size suits your experience—though you can still create custom-sized maps if you prefer.
Now for the two biggest updates:
1. Y2K Directive will be part of the upcoming Steam Next Fest! I’m super excited about this opportunity to showcase the game to a broader audience. I’ll also be doing some live playthroughs on Steam, so stay tuned for more details.
2. This will be the final update for the demo version. My focus is now shifting to implementing the last features and polishing the game for the final release, which I’m aiming for around late 2024/early 2025. For now, I don't plan to make further updates to the demo.
Thank you so much to everyone who played and provided feedback. I can't wait for you all to experience Y2K Directive in its full glory.
We have recently been receiving reports of crashes. This update will allow us to better debug the issues. If you are still experiencing crashes, please hit BUG REPORT on the main menu and follow the instructions. This patch should ensure engine_crash_log.bin is generated more reliably, which will help us in debugging.
Welcome to Nightfall News! Your one-stop shop for exclusive news, patch notes, dev blogs, deep dives, and more!
As we look to the future, we’re excited to share more details about KF3’s development. Stay tuned, we’ll be giving you a behind-the-scenes look into the design and art that brought the newest Killing Floor to life.
I’m excited to bring you a small but important update for the demo version of Y2K Directive.
First off, the game now includes a tutorial system! You can activate it when starting a new game, and it should help explain some of the core features.
I’ve also improved the new game setup with predefined map sizes, so you no longer have to guess which size suits your experience—though you can still create custom-sized maps if you prefer.
Now for the two biggest updates:
1. Y2K Directive will be part of the upcoming Steam Next Fest! I’m super excited about this opportunity to showcase the game to a broader audience. I’ll also be doing some live playthroughs on Steam, so stay tuned for more details.
2. This will be the final update for the demo version. My focus is now shifting to implementing the last features and polishing the game for the final release, which I’m aiming for around late 2024/early 2025. For now, I don't plan to make further updates to the demo.
Thank you so much to everyone who played and provided feedback. I can't wait for you all to experience Y2K Directive in its full glory.
Today, you’ll hear how we’ve evolving The Sound of Carnage, exploring several areas of audio including: Weapons, UI effects, & Voiceover
Let’s Get Loud
Weapons fire is one of the areas that has been improved the most. The new sound design features bigger, more impressive gunshots that each have their own unique reverb characteristics. The video below highlights a few before & after comparisons between PS4 Extinction to Evolution, showcasing not just the revamped audio but improved particle effects...
A new sound tweak is weapons changing pitch as you near the end of your current clip, which is also tied to the barrel heat visuals (where the gun starts glowing when you near the end).
Firing a weapon in first person perspective now also has more detailed effects compared to hearing somebody else shooting (3rd person). The player's own gunfire has several extra sound variations, instead of just the exact same cue repeated over and over the way it is in 3rd person.
This kind of “psychoacoustics” treatment makes your own gun always feel like the most powerful one in the room, whilst also optimizing the soundscape...
If we used the first person soundcues for everyone in the scene, the game would have to pop off a dozen sounds every time someone fires (shot, tail, reverb, shell casing, etc). This would often hurt performance. Instead, we now use a different pre-combined cue for other players, which reduces memory load and helps keep the mix clean.
Something we tweaked recently and have been continuing to improve is the much more advanced flamesaw sound setup. Idle effects for the flamesaw vary based on if you've been using the saw or the flamethrower, and the pressure level of the flamethrower determines which start sound plays.
On the programming side, over the past year we finished moving all auto-firing guns to a new looping system which is much more efficient. This system also makes use of the split 3rd person / 1st person weapon sound tech, so that the complex layers of something like the Flamesaw are streamlined into less complex versions when heard by other players.
The before / after clip in this post actually shows a bug this system fixed, with the assault rifle sounds actually cutting out in Extinction, because it was spawning so many on full-auto that the audio engine just gave up!
Foley Finesse
On the more subtle end, each human will have unique footstep sounds. For example, Commando wears heavy army boots, while Scientist has a much lighter step and Trapper has some jangling cowboy spurs.
Additional foley effects were added a while ago for actions such as sprinting, where if you’re holding a long gun you’ll hear it shaking in your hands as you run. Pyro’s fuel tank rattling about will now be more noticeable when sprinting, too. Reloading now feels more badass, filled with lots of extra little rattles, clicks and other mechanical effects.
Hearing the HUD
One of our ongoing improvement drives has been adding extra cues tied to gameplay events. The HUD / user interface has been updated over time with more visual notifications, and various new sounds have been created to go along with these.
We added varied hit notifications to the HUD a little while ago. Depending on where you shoot, you see different crosshair symbols if it’s a weak point, strong point, or regular flesh - and the sound changes too. Firing at armour produces dull thunks on impact, whereas weakpoints are louder and sharper. Land a critical hit and there’s a juicy splash (plus a bullet ping if it’s a headshot).
Coupled with in-world sound effects for feeling hits yourself, such as the satisfying CLONK of a Pachy’s headbutt - or the bone breaking impact of a T.Rex tail swipe - it means Evolution has way more audio feedback for both instigators and victims compared to Primal Carnage: Extinction (PS4).
More sounds like these are being added to other parts of the HUD as well...
Stamina now has unique sounds for when it is stolen from you by enemies or being restored by teammates. There are also more subtle indicators for when it starts being used, begins regenerating, and fills up fully. If you have a keen ear, these allow you to focus more on the moment to moment combat instead of needing to keep an eye on your bar.
Even though we’ve added more visual indicators for the roar mechanics, the same is true there as well. The “roar ready” notification popup can be turned off for more immersive visuals, but you can still hear a helpful UI sound cue for it.
Menu Modifications
Every part of the customization / equipment screen will now have custom sounds when interacted with. This is an extra level of detail we never had time for in the past, and which makes just the basics of interacting with these much-used screens more fun.
Select a weapon skin in the customizer and you’ll hear the equip sound for that gun, choose an outfit and there’s a suiting up sound, every single slot has a unique cue to go with it...
Console players, please ignore the Xbox button icons - it's just the default control method when using gamepads on PC. The actual functionality of the customizer itself will also be getting a few usability improvements too, but that's something for a future post.
More Music!
You can find several preview tracks from the expanded Evolution OST on our YouTube channel, and we also have a recent blog postabout how the new soundtrack is being implemented!
We're happy to confirm every single sublcass in the core modes will have their own custom soundtrack, with both light ambient pieces and heavy combat themes for each! Keep a lookout for more soundtrack selections going live in the run up to relaunch...
Voiceover
It's been mentioned before that the human team is getting re-voiced to allow for a greater dialogue variety. Unfortunately, there was no info regarding who played the original characters for Primal Carnage way back in 2012, so we had to cast new actors.
The Trapper was already largely re-recorded for Extinction in 2014 at the special request of Pub Games (they’re Australian), and we were lucky enough to bring him back to record additional dialogue for Evolution nearly 10 years later!
Likewise, we were able to track down the voice of the chopper pilot in Extinction for round two of his inimitable drawling insults! Bonus lines recorded for him include contexts for getting to the boat and getting to the train, and all that implies…
In total, there are now over 3500 lines of recorded dialogue in the game. This includes the mercenary voiceover set with several hundred for each class, the chopper pilot’s 130 lines, dialogue for each of the vending machines, the announcer, and various new public service announcements heard in the world. All of these add more life and character, while hinting at times to the larger backstory.
Many of the new lines tie into specific gameplay events. For example, when facing the AI horde you’ll hear characters shout the names of various dinosaurs the first time they're seen (though they won’t always pronounce them properly!).
We’ve held back from adding the automatic spotting mechanic to the other game modes, as it could give your position away. It’s possible we may add manual spotting in future if there’s interest in it.
Numerous other dialogue triggers include (but are not limited to):
getting a multi-kill streak
landing a headshot
killing dinos with specific weapons
beating a boss wave
throwing supplies
capturing objectives
starting, losing or winning a match.
The others you’ll just have to discover in-game!
Rumble in the Jungle
Related to sound, a major part of improving the feel of the game for Evolution involved making a wide array of controller vibration effects. This “rumble” you feel from the gamepad enhances gameplay massively, but didn't receive much care and attention back when Primal Carnage: Extinction released.
This time around, we’ve gone HARD on rumble. Roaring was given tremendous vibration effects a while back for PCE on PC, but we’ve taken it even further for Evolution by creating custom rumble curves for each class that line up better with their actual roars.
Tyrants can now be felt, not just heard, at long distance. Their footsteps create heavy vibrations that you’ll pick up through your controller when they are within a few dozen metres.
A new “hierarchy of rumble” will also ensure important events like roaring are not interrupted by other vibration effects going on. This was an issue for PCE on PC previously. For example, roaring as Ptera or Tupa used to get cut off by your wing flaps in flight, and Tyrants could interrupt their roar effects with the rumble of their own footsteps. Not anymore!
Other bespoke rumble events include diving at terminal velocity as Flyers, and pretty much every attack now has some form of vibration effect (both on button press and when actually landing a hit). Even small actions such as reloading your gun now have little rumble triggers, with motions like shoving a new magazine into the carbine rifle creating a satisfying hit.
Of course, if your hands can’t handle all of this, vibration function can be disabled within the game’s own options menu. Additionally, one of our stretch goals is making a “rumble intensity” slider that globally adjusts how heavy vibration is across the whole game. This slider may not be there on day one, but we’ll definitely be including more accessibility options after Evolution releases regardless.
Next Time... SANDBOX
We’ll be back with another deep dive soon which explores the evolution of Freeroam and some of the fun extras that come along with it. See you then!
Survive this Halloween with your friends and escape the popular Halloween Monsters you love from Sinister Halloween.
Features: 🕸️🧛♂️ Explore Haunted Attractions with your friends Solve puzzles to navigate Areas Encounter Sinister Characters Escape together in this intense co-op horror adventure. 👻
Don't forget to share with your fellow horror fans! 🕷️
This is a small update just to polish a few rough edges based on feedback:
Fixed rare bug which could cause config files to corrupt and prevent game from loading
Fixed shadows flickering when idling on Driving Range
Fixed resetting pot display when a player wins the hole in skins mode
Fixed misleading League Browser text in clubhouse menu
Fixed texture alignment of options tabs for stats and achievements
Added fast scroll to stats and achievements windows when holding controller button
Added save progression message when quitting Career games mid-round
Added navigation icons to options menu
Added achievement: Off the wall
Updated re-centering of minimap when zoomed in
Updated libsdl to latest version
As always thanks to everyone who contributed! If you have any suggestions or comments don't hesitate to let me know on the discussions or join the group chat - thanks!
We’re excited to announce that Patch #2 is now live for Wizard of Legend 2 on Steam! This update brings several key improvements, bug fixes, and optimizations to enhance your experience. Below are the detailed changes:
Version 0.4.23 Changelog:
Performance Boost: Optimized performance in the Desert biome for a smoother gameplay experience.
Resolved an issue where the game entered an infinite pause when the server paused while a client accepted an invitation.
Fixed aiming problems caused by switching input devices while a player was in ghost state or during cutscenes.
Fixed Flame Ward occasionally falling through the ground.
Addressed a bug where the contract board was interactable for clients at the first hub.
Corrected the missing picture for the Grand Master Tactician task.
Loading banners have been updated to keep things fresh during transitions.
Minor adjustments and fixes in jungle levels.
Chest icons are now hidden until players discover them in the level.
Once opened, chest icons will update accordingly.
As always, your feedback has been invaluable in helping us improve the game. Thank you for being part of this magical journey! Stay tuned for more updates and keep the feedback coming.